Introduction to Adaptable Game Design
April 26, 2009
Adaptability is important when planning and developing a game. It’s just as important as when designing any computer system. Times change, and so software set in stone normally gets replaced by newer and more flexible systems.
Use of the Unreal Engine lasted a long time partly because of excellent design planning. Its makers realized that the framework of a game is almost as important as the final product. Even if a game does well on its initial release, modifying the original game with exciting expansions can flood it in the spotlight. However, in order for this to be possible, the application needs to be adaptable to these kinds of changes.
A good framework revolves around a smart class architecture. Classes need to be well defined, and with clear goals in mind. For example, a class called “Player” initially used to create instances of human players can’t also calculate the final game score. Doing so introduces dissorganization, and in turn makes the game design harder to manage.
To make a game design adatable to change, its creator needs to keep an open mind to future modifications. Here are important points to keep in mind when designing an adaptable game:
- Don’t duplicate code; create structures when possible
- Use object-orientated principles
- Keep future implimentations in mind when defining classes/functions
- Don’t go outside the scope of a class or variable
I will be posting a sequel to this post, going into further detail about game design adaptibility. If you want to know when it’s available, subscribe to this blog to stay updated. I hope you’ve enjoyed the read.

My name is Michel Carroll. I'm an open-minded & unconventional geek with interests that range from web development to entrepreneurship, nature, coffee, and dogs. I like meeting new people, exploring Montreal. I dream of traveling the world.
5 comments
saravanan - May 9, 2009 9:30 am
hi
Hitman - September 28, 2009 2:03 pm
yea very informative thankx
Don’t duplicate code; create structures when possible
Use object-orientated principles
Keep future implimentations in mind when defining classes/functions
Don’t go outside the scope of a class or variable
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